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Title: | Procedural personas as critics for dungeon generation |
Authors: | Liapis, Antonios Holmgard, Christoffer Yannakakis, Georgios N. Togelius, Julian |
Keywords: | Games of strategy (Mathematics) Computer games Genetic algorithms |
Issue Date: | 2015 |
Publisher: | Springer, Cham |
Citation: | Liapis, A., Holmgard, C., Yannakakis, G. N., & Togelius, J. (2015). Procedural personas as critics for dungeon generation. In A. Mora, & G. Squillero (Eds.), Applications of evolutionary computation (pp. 331-343). EvoApplications 2015. Lecture notes in computer science, 9028. Springer, Cham. |
Abstract: | This paper introduces a constrained optimization method which uses procedural personas to evaluate the playability and quality of evolved dungeon levels. Procedural personas represent archetypical player behaviors, and their controllers have been evolved to maximize a specific utility which drives their decisions. A “baseline” persona evaluates whether a level is playable by testing if it can survive in a worst-case scenario of the playthrough. On the other hand, a Monster Killer persona or a Treasure Collector persona evaluates playable levels based on how many monsters it can kill or how many treasures it can collect, respectively. Results show that the implemented two-population genetic algorithm discovers playable levels quickly and reliably, while the different personas affect the layout, difficulty level and tactical depth of the generated dungeons. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/29721 |
ISBN: | 9783319165486 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Procedural_personas_as_critics_for_dungeon_generation_2015.pdf | 327.21 kB | Adobe PDF | View/Open |
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